| 1. Movement (CL)
 The purpose of the sounds mapped on to the CL data is to create 
        an ambiance and establish ones 
        presence within a space. In order to serve the purpose and 
        not be overwhelming or intrude upon the sounds associated with the PSL, 
        only electronic hum and a few other 
        ambient sounds will occupy this particular databank.
 2. 
        Touch (PSL)Each facet of the web corresponds 
        to a specific family of sound. Each 
         string within the facets represents 
        a specific process, and a different 
         subroutine is mapped on to every 
        three inches on the string. Since the Web contains piezoelectric 
        sensors, pressure of the touch itself plays a part in what 
        sound will be heard. For example, striking ones finger against the 
        string on the point of A3 and thereafter gliding along string A to the 
        point of A7 would result in a sharp attack followed by a gradual decay 
        throughout. Another example would be squeezing a point on the string between 
        two fingers, resulting in a sharp attack that is immediately muted thereafter.
 3. 
        Exterior motifs (a.k.a. 
        environmental sounds.)The various sensors located on the roof of the cage provide description 
        to the current weather condition, 
        all of which will play a part in the behavior of the Web structure. Meaning, 
        if there is a strong wind due east at 30mph, the Web structure, although 
        physically sheltered by the Cube, will put out simulated 
        signals with which an accurate aural 
        portrayal of the wind can be generated. Similarly, based on 
        the amount of rain collected in the rain measuring tube, sound of raindrops 
        striking the Web structure can be simulated. However, having the amount 
        of rainfall would only allow an estimate of raindrop frequency and density, 
        therefore the exact location of each rain drop would have to be generated 
        from a pseudo-random number generator.
   |  |  | 
   
    |  | Mapping 
        of Location to Sound: 
         
          | X # | A | B | C | D | E | F |   
          | 1 
            (3in) | A1 | B1 | C1 | D1 | E1 | F1 |   
          | 2 
            (6in) | A2 | B2 | C2 | D2 | E2 | F2 |   
          | 3 
            (9in) | A3 | B3 | C3 | D3 | E3 | F3 |   
          | 4 
            (12in) | A4 | B4 | C4 | D4 | E4 | F4 |   
          | 5 
            (15in) | A5 | B5 | C5 | D5 | E5 | F5 |   
          | 6 
            (18in) | A6 | B6 | C6 | D6 | E6 | F6 |  |  | The table on 
        the left is a simplified chart for the mapping system from location to 
        sound. The table approximately represents the left 1 / 7 of the yellow 
        facet (since the size of the Cube is 25ft x 25ft, the bottom string contained 
        in the yellow facet is roughly 7ft long.) The letters 
        A ~ F corresponds to the seven strings contained in the yellow facet; 
        in other words, they are different processes for the same sound source. 
        The numbers 1 ~ 6 corresponds to segments on each strings; in other words, 
        they are the subroutines. A1 ~ F6 are names for individual sounds. Before 
        these sounds are heard by the visitors of the Web structure, they have 
        to be put through audio envelopes modeled after the data of pressure. |